Click “Save As”, and save it as a .png file. Click save as a second time, and save the same picture with a different name. Open the file in paint. Extend the workspace to allow yourself more workroom. Arrange the image as so. Save the finished image twice as well.

Next, select the black colour from the image, and clear it, so you’re left with only a black image in the same arrangement.

Now. Go back into unLZ-GBA, and find a pokemon you want to replace the Charizard with. I’m going to use Caterpie, because I’m lame. Make sure it is in Black and White before clicking save as. Open it in paint, and copy/paste it into clear space. Try to make it touch the back of the clear space.

We need to re-arrange the image back to it’s original form. Open the second, unedited Charizard picture you saved in step two, as well as the other second edited Charizard picture. Use both of these images as a reference, and move the blocks back into shape.

Yes, really. It’s supposed to look like this. Open up unLZ-GBA yet again, and go back to 2011. Click “Import”, and select the image you just saved. Click “Write to Rom”, and OK. Very good! It has been indexed into the game. Open up your emulator and check it out! Don’t get your hopes up however, we still need to palette edit!

Palette Editing the Title Screen So you may notice the Caterpie looks a bit ridiculous. You'd have to be mental not to. The Caterpie is still in the Charizard's palette. Open up Advance Palette Editor and your Hex Editor (I'd recommend Hex Workshop). I think it's much easier to hex edit palettes then to use APE, but you may find differently. Open your rom in the emulator and maneuver to the title screen. Click Tools and Palette Viewer.

Now all you have to do is find the palette. I've circled it for you because I'm bored. Now we need to write down all ten of the the colours in hexadecimal. However, before we write them down, we need to separate and switch them. It sounds more difficult then it actually is. For example, the darkest colour in hex is 0x0004. We remove the "0x", and separate it into two groups of two numbers. 0004 would become 00 04. Then all you do is switch the two sets. 00 04 would now be 0400. It's that simple. If you do that for every colour in the palette, you will get 1F7C 1F7C 1F7C 0400 0600 0800 0B00 8F00 9300 D600 1901 7B01 FC01. Now put it all together and search for 1F7C1F7C1F7C0400060008000B008F009300D60019017B01FC01 in your hex editer.

Open up APE. This obviously is used to edit the palettes, but I much prefer hex editing, as it is MUCH easier. Go to Tools, and Colour Picker. Now, before I hear any remarks about how unprofessional this tutorial is about to become, I'll tell you that this part is rather unprofessional. Open up paint. Open a picture of your sprite in colour. Now, use this as a reference. Right now, I can see on the titlescreen that Caterpie's ... antler(?) is the darkest colour in Carizard's palette (0x0004), therefore, when we look at the sprite of Caterpie, we see that it is a medium tone of red. A lot of this is guessing and checking. We find that tone of red in APE's colour picker, copy down the four digit hex value, and replace the value in the Hex Editor.

Good, good. Now do that with every value (if needed) until your sprite is in its' original palette.

Now. The rest of the screen can be palette edited as well. Just follow the same basic steps. Open up VBA, and go to Palette Viewer. Find the colour of the object you wish to change (for example, the red bar at the top), search for the string of values, find a colour you want it to be, and replace. Here's the screen after I palette edited.

Yeah, I know this is hard to understand, but it's even harder to explain. If you have any specific questions, just PM me.

This isn't very "extensive". It would be good to include how to edit the tilemaps, and stuff. Then you could call it "extensive". :D

You don't need to edit the tilemap in this method, because you're arranging the tiles, exactly like the FR image. But I agree with you, I wouldn't call this extensive. Me personally...would just use a tilemap editor, cos I'm lazy

Great tutorial though, not many people still use this method because it can be tricky. At least you have the skill to do it though

This isn't very "extensive". It would be good to include how to edit the tilemaps, and stuff. Then you could call it "extensive". :D

Yeah, right now, I'd agree with you, but eventually, I'm going to get around to showing how to edit the fire and text to whatever you want. I was going to just call it "Title Screen Hacking" until I got the entire tutorial up, but I would have been too lazy to get it changed!

Should I add the fire editing section first, before the text changing section?
Also, is this difficult to understand, or did I do a somewhat descent job?

The hex viewer thing (can't remember the name atm) actually isn't all that nescesary. There are only 16 colors on the caterpie (and all other pokemon) most of which are in contrast to eachother. I guess if you like speed though.. go ahead! Or you could just export caterpies pallete and import it through APE just a thought (and my personal prefferred choice) also if you don know how to edit the fires please post it! For whatever reason It just won't work idk why it try it and i see a bunch of messed up pixels for whatever reason :/

Oh yeah. I forgot about this thread. Thank god for email notifications...

Quote:

Originally Posted by darkraigod

hi do u know a site with a hex editor if u can thanx

Well, if you can get Hex Workshop, that program is amazing. However, it costs money, but you can get a free trial for a bit. The program I use is called HexEdit. It kind of sucks, but it's free. Just google search for whatever.

I may try to write up some quick tutorials to finish this, but I think I've decided to quit hacking, so don't expect any updates in the near future.

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